Re: Psycho Strike - New Strategy/Action game

JLove wrote:

Interesting points so far.  Again, let's use BK3 as an example.  That game's sounds aren't all professional quality sounds, yet I am amazed by the sheer amount of content and complexity.  I spent many hours playing that game, and I still have yet to complete it.
Arjan, your supposition regarding money, and how it would affect development, is flawed when you consider the following:
1.  The developer of BK3 was at a young age when he coded BK2, slightly older for BK3, but I certainly would tend to believe that he was not rich.  I highly doubt that he had thousands of dollars to throw into game development, sounds, etc.
2.  Despite the lack of money he had to work with in terms of budgeting for his game, he managed to create an amazing title, and let's not forget that he did it 100% solo.  This says to me that it is possible to create a game worth something even when you live on a tight budget, and you have a one or two man development crew.
3.  Despite the fact that his games are some of the best I have ever seen in terms of content and quality, despite the fact that he could easily have charged prices that would rival mainstream games on the market today, (whitch I would have gladly paid), they are available completely free to all.
4.  Shadow Line is yet another example of this.  Solo developer who I am 99% certain is not rich, yet the game is amazing in complexity, content, and overall quality.  And guess what?  Again, despite the fact that he could easily charge mainstream prices, it is available completely free.
5.  You spoke of numbers of copies that are sold.  Did it not occur to you or to the developers in the U.S. that perhaps if they put the same quality and content, showed the same love, for their projects as did the two above examples, copies selling would most definitely n ot be an issue?  I would be willing to state with a rather large degree of certainty that many people would have gladly paid for the BK titles, and SR as well.
While it is true that the above-referenced games don't have the most professional sounds, I will take quality of gameplay and content over that any day of the week, hands down.  It's hard for me to believe that this doesn't occur to U.S. developers.

This is true, however I was mostly referring to the point where the people who were once young now grow up and get a job, at which point it is absolutely not profitable to spend massive amounts of time on a title which ultimately is not going to give you a ton of money. Regarding that, I stand by what I said. If the BK games were sold for $25, then undoubtedly people would buy them, several hundred perhaps. But remember that it would stop there. I genuinely think that you don't get dozens of new people every month after t he first few months. Especially because
if a game is already complex to a certain degree, those that enjoy complex games will buy it anyway. Making it even more complex won't really increase your customer count, and might even decrease it because the more complex a game is, the less likely it is that those who aren't so experienced with playing audiogames will buy the title because it simply does not appeal to them, they don't have the capacity to figure all this very complicated stuff out. This is why games like top speed are still played by a lot of people who are a little more casual gamers, they don't play as much so they can't be bothered to traverse through entire worlds of content, they have much more fun playing something a little simpler but still challenging. As it stands now, PsychoStrike is actually far from a bad game for those kinds of people, whether they would pay $25 for it is something I'm not so sure about. But hey, a lot of bli nd folks spend hundreds on devices that can play daisy books, help you navigate, etc when you might as well get a phone and have all of that functionality plus even more in one single device, and probably save a lot of money as well. Paying $25 for a game honestly is far less worrying than what I just mentioned IMO.

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